Teeth

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  1. I hope to start a Dr. Q TF in the morning (before noon Eastern time). This is just a "heads up" for anyone who might be interested; I figure this specific desire will take a bit more effort than most recruiting actions.
  2. Quote:
    Originally Posted by Dr_HR View Post
    Sum this up in one sentense.

    the devs built the market and they wont kill the market.
    OK, but fixed-price vendors don't kill the market. We already have fixed-price vendors for common IO's, and those have a huge throughput on the market.
  3. Quote:
    Originally Posted by Vanex_NA View Post
    1. Market, superheroes do not spend hours at the action house, period, leave that to those fantasy-MMOs
    2. IOsets and purples, those discourage alt-ing, very heavily unbalance PvP, favor farm and PL, and some more devious effects
    I kinda like the market. It breaks up the alleged monotony, and if you only want to frankenslot you really don't need to spend much time there. I am starting to lean towards "inflation coupled with low supply" as an issue, though.

    PvP balance doesn't strike me as a significant concern right now, and I somewhat disagree with the specific case of purples. (I funded an entire alt with the sale from one Apocalypse recipe!)
  4. Quote:
    Originally Posted by Prime_Nighthawk View Post
    Fair enough, but personally I would have not picked that one based on the color choice.... Still, there were some more original versions out there that I think would have been better choices than nitpicking over small details of the obvious spandex with lightning pattern that was done by so many.
    I would have, though. Also, being original was not the top priority here, given that the character has an established personality, power set, history, and existing costume. I imagine that being both original and "good" would get you somewhere, but "good" should have priority given the contest at hand.

    So, like they said, it's all subjective.
  5. Quote:
    Originally Posted by Sharker_Quint View Post
    if this is the case it isn't even worth the devs time. it wont get used when i can get one from the market for 300 mil or less if i wait.
    ...
    so why the need for this suggestion...oh yeah, so you can get purples with little to no effort, gotcha. never gonna happen.
    You are really hung up on purples. o_0

    (Also, I wasn't imagining this being used for Purples and PVP recipes, as that would make little sense when you can't even get them with merits. It was just an example. Mostly, though, people here are much too concerned with Purples.)


    Quote:
    the common IO enhancement is what is going for the most, not the recipe. the recipes can be gotten at half of the cost of the university.
    This is not always true. I've gone through the crafting badges twice, and I've seen people buy them for more than university cost on many occasions over many different level ranges and recipe types. It's not the normal pattern, but it definitely happens.

    That said, the fact that they can be had for half the university's price and yet people still buy them from the university does not shoot my idea in the foot; it was actually the basis for my idea.


    Seldom has a point, though. The more fluid nature of Inf probably kills my idea.
  6. Quote:
    Originally Posted by Miyabi View Post
    I'm really surprised I haven't run into any other Malta DPers
    They certainly exist. It's just a matter of chance, I guess.
  7. Necrotech: If you're complaining about cost, you're missing my point. If a certain purple was costing you 300 million inf on the market, it would cost you 500-600 million inf from the vendor in my system.

    Quote:
    Originally Posted by Rodion View Post
    You're in the consumer mindset. Become a producer of desirable items and you may get what you want out by random chance, and if not you'll quickly earn enough to buy it.
    No, I was thinking about inflation. The Devs consider inflation an issue, and I agree. I already can and do get the recipes I want. (I've slotted 11 Luck of the Gambler globals in the past 3 months, and sold 3 more beyond that, for example.)


    Quote:
    Originally Posted by Forbin_Project
    Why pay the prices there when the recipes have a fixed price in a store
    Because the prices at the store would cost twice as much (or more). You do realize that we can already buy basic IO recipes for influence at the Universities? Those basic IO recipes still sell like hotcakes on the market. (Heck, you can even flip some of them from the vendor--the margin isn't good, but people will often pay more on WW than the university charges you.)
  8. As an Inf sink to fight inflation, we should be able to buy most recipes with Inf. You could use data mining to ensure that they're not good deals, but people would still use them.

    As it is now, much of the game's inf is merely traded, not spent; making the things we buy now take more of our inf would mitigate this without requiring changes to existing setups. People getting shafted on Inf by using this system would probably appreciate its presence when they used it.

    Example: Sting of the Manticore Dam/Int/Rech isn't available below level 50 blueside right now. They sell about 2-5 times per month in the high 40's, running 2-5 million Inf for a recipe and about 10 million Inf for an enhancement; I must wait for a while to have a chance of getting one of these, and when I do, another player gets most of the Inf. If I could buy one from a vendor for 15 million Inf (for example), I might do so, at which point I would have my recipe and that Inf would be gone. My current alternative to the wait is a forced merit purchase; by the time I earn that many merits, I'll have earned millions of Inf as well, driving inflation.
  9. Did everyone else just get a "Servers Are Shutting Down" message and a kick from the game? The status page shows "UP," but I thought I'd check before trying to log in again.
  10. Quote:
    Originally Posted by FallSe7en View Post
    I realize this probably doesn't rank among the *biggest* problems with the game today, but it definitely makes me wonder what the codebase for the game looks like and why something like the description box would get broken constantly...
    Parallel builds. You have several devs working on different projects at once and merging them when they're finished with their respective sections. This occasionally means that an old bug will be reintroduced because someone failed to fully update part of what he was working on.

    This is often seen and fixed, but minor bugs--like the window editing bug--sometimes slip through.
  11. Teeth

    Worst Miss Tells

    Quote:
    Originally Posted by Nightphall View Post
    "AFK for a sex"

    Meant to type sec. I wondered what the team was laughing about so much until I scrolled up and saw that.
    Honestly, this is so common that it isn't even funny to me any more.
  12. I edited the original post. (It seems that the "preview" button applies formatting but wipes out links.)

    The build makes some minor sacrifices to reach for PermaDom and is more expensive than I can afford right now, but I also won't get to play much for the next two months, so she actually won't have to wait long to transfer over to blueside and get slotted.
  13. There doesn't seem to be much discussion of Fire/Fire lately. I've tried a number of Doms without ever getting into one, and I like the look of Fire/Fire on paper because it seems like it would do ridiculous damage (even if it is a bit squishy).

    What are the current prevailing opinions on this?

    [spoiler]Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Dom: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(34), Dmg-I(40), Dmg-I(40)
    Level 1: Flares -- Acc-I(A)
    Level 2: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(37)
    Level 6: Hurdle -- Jump-I(A), Jump-I(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(34), RechRdx-I(43), RechRdx-I(43)
    Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(15)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(27)
    Level 14: Health -- Heal-I(A)
    Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Hover -- LkGmblr-Rchg+(A), Winter-ResSlow(31)
    Level 28: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(46)
    Level 30: Hot Feet -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/EndRdx(36), EndRdx-I(37)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
    Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(37), Mantic-Dam%(42), Mantic-Dmg/ActRdx/Rchg(46), Mantic-Dmg/EndRdx/Rchg(50)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(43)
    Level 41: Dark Embrace -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam(42)
    Level 44: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination

    [/spoiler]
  14. Quote:
    Originally Posted by Carnifax View Post
    Just one little thing, with Vines if you take it I always find the best slotting for AOE Holds is frankenslotting 3 or 4 Acc/Hold/Recharge IOs to maximise its enhancement values.
    Plant usually doesn't need its AoE hold (it really only helps against Nemesis and Rularuu), so I was mostly using it as a set mule when I did have it.


    Quote:
    My lowbie Plant/Emp went with the single target immob to start with, excess aggro is bad for a lowbie empath, but after seeing that the AOE does double damage to usual AOE immobs I'll be respeccing to that sometime in the 20s.
    Aggro pretty much stops being a problem once you slot Seeds with recharge.
  15. Quote:
    Originally Posted by Galactoman View Post
    Damn. In that case, Coyote REALLY deserves a spot in the Freedom Phalanx - or at least The Vindicators - at this point.
    I was thinking he should have appeared in Ouro or RWZ. If Flower Knight, Fusionette, and Faultline deserve extra screen time, so should he.

    They could also use him as a "difficulty slider" or store in Pocket D. It's annoying how they give us good stores in the other two co-op zones and no store during Spring and Winter events.
  16. qr

    Quote:
    Depressing thoughts topic: how much have you spent on CoH?
    Roughly $1000 less than I would have spent sticking with console games in that same time period--which I would have.
  17. Quote:
    Originally Posted by Carnifax View Post
    I really don't like this idea. If I'm already on a team I don't want to hear from people trying to poach from other teams.
    Huh?
  18. Quote:
    Originally Posted by Galactoman View Post
    Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
    He died.
  19. Instead of having the same gray circle as everyone else, the leader of a team should have a special flag, such that you can search for them in the Search interface.

    Auto-assigning this would help a lot and is probably the easiest option. If you want to go one step further, let the team leader have two or more flags, such that he can say a bit more about his level of interest (Recruiting for TF, Open Radio Team, Not Inviting, etc.). Another step might be not assigning this flag to the leader of a Task Force or Ouro team once it gets rolling, since he obviously can't invite, but I don't know if that would be hard to code.

    Adding another layer of search functionality by assigning a different flag to people who are on teams but not the leader would also be nice, because then we could filter them out.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    F*** a duck? You worry me, sir. You really do
    (Related.)


    More on topic, I agree that the "phasing" runs the risk of spreading the player base even thinner. I think total replacement would be much better, even if we get a more useful team-building tool, as it actually goes the other direction by making existing players gravitate towards that zone for a little while. (Again, I'm not bothered by Samuel_Tow's objection, since there's no reason to block off old content like they do currently. Ouro is a perfect place to stick it.)

    I don't think comparisons to worse games have much relevance in a discussion of the team-building mechanism. There are clear and (relatively) simple improvements that could be made, and there are larger changes that would conspicuously help.

    "Hide people who are grayed out" is one of the simple ones. "Replace 'Invite to team' with 'Ask to join' if target of context menu is in team" would probably take more effort. A proper "search for teams" interface could go either way, but I suspect (regardless of Smurch's objection) that it would be quite easy--if a new "lft flag" was assigned to a team leader, such that you could search for just that flag in the current team search interface, that would basically cover it. (I also suspect that the devs could make the flag differentiate between TF's and open teams, but I'm less confident on that point.)
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    No, thank you. Removing content from the game is probably the QUICKEST way to make me lose interest. Far as I'm concerned, the city has been developing in the most efficient way possible - retain all the old content for those of us who actually like it, but add new content for those looking for something new.
    Ouroboros gives us a perfect way around this. The present should change, and it should happen somewhat often; those who like the old content should be free to time travel to it.

    Why we can't at this point (e.g. Calvin Scott TF) boggles me, but that's not the issue here.
  22. Quote:
    Originally Posted by stever View Post
    I often cringe when that cry comes up.
    The thing is, MOST people will only accept . . . MORE ZONES, to satisfy themselves that there is more content.
    More places for people to be.
    We do know we will get some of that in GR..


    The problem with More Zones is . . . The more places you add for people to be....
    ...The fewer the people that are in any of those places at any given time.

    If, over time, we add 6 or 7 more zones to redside,
    We cut in half the average number of people in each zone.

    You think we have a lot of people whining about "There is nobody on!!!" and "CoX is becoming a ghost town!!!" now?

    Hide and watch after several more zones get added!
    More zones is not the thing to make more people love the game.
    Zone redesign maybe. More zones just thins us further.
    .
    This is very true. In addition to what you said, there's also the problem of stagnancy in the old content; no matter how many zones are added and and no matter how full they are, the old content will still feel old. Adding Croatoa didn't make the Manticore Task Force much more interesting, and there are still teams running Manticore.

    Updating old zones periodically doesn't just add new content, it does double duty by removing stale content. That, in addition to the comments about thinning out zone populations, seems a strong reason to fix things to me.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Isn't everyone accused of copying WoW whenever they do anything, whether or not it's actually in WoW to begin with, though?
    Yes. I once saw a thread that was started because the OP was genuinely furious about the CoH "consideration" system (enemy name colors) being a direct rip-off of WoW. I'm not sure how that came about; perhaps he was very gullible and someone else was having fun with him.

    At any rate, this sentiment is nearly literally true.
  24. Quote:
    Originally Posted by Hydrophidian View Post
    We interrupt your regularly scheduled programming, to bring you this breaking news...

    Something has happened to the Freedom Phalanx!

    Something...

    HORRIBLE!

    SUPERSTAR FREEDOM PHALANX GIRL SQUAD GO!

    Hilarious, I love it!

    I especially like the Psyche costume, and I'm going to have to steal Numi-Numi's for one of my own characters.
  25. Quote:
    Originally Posted by Reborn_Midnight View Post
    This idea sounds sick but too add onto it it would be nice if when we r setting wing type if we could set the default fly pose for the costume we're on it would be very very cool in my mind but would be a bit of a brain teaser for who ever makes the UI
    This would be nice, but in the meantime, I suggest simply binding your favorite flypose to your movement keys.

    Edit: In addition to the actual direction commands, of course!